| name | minecraft-modding |
| description | Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1. Use for loader-based gameplay code and assets; use minecraft-multiloader when one codebase must target both modern loaders. |
Minecraft Modding Skill
Overview
This skill guides Codex through developing open-source Minecraft mods.
Target platforms:
| Platform | MC Version | Java | Build System |
|---|
| NeoForge | 26.x current; 1.21.11 examples retained | Java 25 current; Java 21 on 1.21.x | Gradle + ModDevGradle |
| Forge | 1.20.1 legacy lane | Java 17 | Gradle + ForgeGradle 6 |
| Fabric | 26.x current; 1.21.11 examples retained | Java 25 current; Java 21 on 1.21.x | Gradle + Fabric Loom |
| Architectury (multiloader) | 26.x or 1.21.x | Match Minecraft | Gradle + Architectury Loom |
Always confirm the platform and Minecraft version from gradle.properties or build.gradle
before writing any mod-specific code.
Minecraft 26.1 introduced Java 25 and unobfuscated game executables. For 26.x
projects, start from the current loader generator or example mod and preserve
its build layout. Do not copy the 1.21.11 mapping, Loom plugin, remapping task,
or Java 21 snippets in this skill into a 26.x project. Fabric 26.x uses the
non-remapping Loom path and official names; NeoForge 26.x should start from the
current NeoForge generator. Treat the detailed API references here as the
legacy 1.21.x lane unless a section explicitly says 26.x.
Routing Boundaries
Use when: the task is Java/Kotlin mod code, registry/event work, networking, datagen wiring, and loader APIs.
Do not use when: the task is command-only vanilla logic (minecraft-commands-scripting) or pure datapacks (minecraft-datapack).
Do not use when: the task targets Paper/Bukkit plugins (minecraft-plugin-dev).
1. Identifying the Platform
grep -r "net.neoforged" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5
grep -r "net.minecraftforge" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5
grep -r "fabric" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5
cat gradle.properties
Key files per platform:
- NeoForge:
src/main/resources/META-INF/neoforge.mods.toml, annotated @Mod main class
- Forge 1.20.1:
src/main/resources/META-INF/mods.toml, net.minecraftforge:forge dependency
- Fabric:
src/main/resources/fabric.mod.json, class implementing ModInitializer
- Architectury:
common/, fabric/, neoforge/ subprojects
2. Build & Test Commands
./gradlew build
./gradlew runClient
./gradlew runServer
./gradlew runGameTestServer
./gradlew runData
./gradlew clean
./gradlew dependencyUpdates
After ./gradlew build, the mod jar is at:
build/libs/<mod_id>-<version>.jar
3. Project Layout (NeoForge)
src/
main/
java/<groupId>/<modid>/
MyMod.java ← @Mod entry point
block/
ModBlocks.java ← DeferredRegister<Block>
MyCustomBlock.java
item/
ModItems.java ← DeferredRegister<Item>
entity/
ModEntities.java ← DeferredRegister<EntityType<?>>
menu/ ← custom GUI containers
recipe/
worldgen/
datagen/
ModDataGen.java ← GatherDataEvent handler
providers/
resources/
META-INF/
neoforge.mods.toml ← mod metadata (renamed from mods.toml in NeoForge 1.20.5+)
assets/<modid>/
blockstates/ ← JSON blockstate definitions
models/
block/ ← block model JSON
item/ ← item model JSON
textures/
block/ ← 16×16 PNG textures
item/
lang/
en_us.json ← translation strings
data/<modid>/
recipes/ ← crafting recipe JSON
loot_table/
blocks/ ← per-block loot table JSON
tags/
blocks/
items/
4. Project Layout (Forge 1.20.1)
Use this layout only when minecraft_version=1.20.1 and the project depends on
net.minecraftforge:forge. Forge 1.20.1 is not NeoForge: keep mods.toml,
net.minecraftforge.* imports, Java 17, and ForgeGradle 6 patterns.
src/
main/
java/<groupId>/<modid>/
MyMod.java <- @Mod entry point
block/
ModBlocks.java <- DeferredRegister<Block>
item/
ModItems.java <- DeferredRegister<Item>
datagen/
ModDataGen.java <- GatherDataEvent handler
resources/
META-INF/
mods.toml <- Forge metadata
assets/<modid>/ <- client assets
data/<modid>/ <- server data using 1.20.1 paths
See references/forge-1.20.1-api.md before editing Forge 1.20.1 projects.
5. Project Layout (Fabric)
src/
main/
java/<groupId>/<modid>/
MyMod.java ← implements ModInitializer
client/
MyModClient.java ← implements ClientModInitializer
block/
item/
mixin/ ← Mixin classes
resources/
fabric.mod.json
assets/<modid>/ ← same as NeoForge
data/<modid>/ ← same as NeoForge
<modid>.mixins.json ← mixin configuration
6. Core Concepts Cheatsheet
Sides
- Physical client – the game client JAR (has rendering code)
- Physical server – the dedicated server JAR (no rendering)
- Logical client – the client thread (handles rendering, input)
- Logical server – the server thread (handles world simulation)
- Code decorated with
@OnlyIn(Dist.CLIENT) (NeoForge) or @Environment(EnvType.CLIENT) (Fabric)
must NEVER run on the server.
Registries
Everything in Minecraft lives in a registry. Always register objects; never
construct them at field initializer time outside a registry call. Use the
mapping-appropriate registry constants for the loader you are editing:
| Type | NeoForge / Mojang mappings | Fabric / Yarn mappings |
|---|
| Blocks | BuiltInRegistries.BLOCK | Registries.BLOCK |
| Items | BuiltInRegistries.ITEM | Registries.ITEM |
| Entity types | BuiltInRegistries.ENTITY_TYPE | Registries.ENTITY_TYPE |
| Block entity types | BuiltInRegistries.BLOCK_ENTITY_TYPE | Registries.BLOCK_ENTITY_TYPE |
| Menu / screen-handler types | BuiltInRegistries.MENU | Registries.SCREEN_HANDLER |
| Sound events | BuiltInRegistries.SOUND_EVENT | Registries.SOUND_EVENT |
| Biomes | Registries.BIOME registry keys | RegistryKeys.BIOME registry keys |
Do not copy older Registry.BLOCK / Registry.ITEM constants into 1.21.x code;
those names are stale for the examples in this skill.
ResourceLocation / Identifier
Every registry entry needs a namespaced ID:
ResourceLocation id = ResourceLocation.fromNamespaceAndPath("mymod", "my_block");
Identifier id = Identifier.of("mymod", "my_block");
7. NeoForge Quick Patterns
See full patterns in references/neoforge-api.md.
@Mod(MyMod.MOD_ID)
public class MyMod {
public static final String MOD_ID = "mymod";
public MyMod(IEventBus modEventBus) {
ModBlocks.BLOCKS.register(modEventBus);
ModItems.ITEMS.register(modEventBus);
modEventBus.addListener(this::commonSetup);
}
private void commonSetup(FMLCommonSetupEvent event) {
}
}
public class ModBlocks {
public static final DeferredRegister<Block> BLOCKS =
DeferredRegister.create(BuiltInRegistries.BLOCK, MyMod.MOD_ID);
public static final DeferredBlock<Block> MY_BLOCK =
BLOCKS.registerSimpleBlock("my_block",
BlockBehaviour.Properties.of()
.mapColor(MapColor.STONE)
.strength(1.5f, 6.0f)
.sound(SoundType.STONE)
.requiresCorrectToolForDrops());
}
8. Forge 1.20.1 Quick Patterns
See full patterns in references/forge-1.20.1-api.md.
@Mod(MyMod.MOD_ID)
public class MyMod {
public static final String MOD_ID = "mymod";
public MyMod(FMLJavaModLoadingContext context) {
IEventBus modEventBus = context.getModEventBus();
ModBlocks.BLOCKS.register(modEventBus);
ModItems.ITEMS.register(modEventBus);
modEventBus.addListener(this::commonSetup);
MinecraftForge.EVENT_BUS.register(this);
}
private void commonSetup(FMLCommonSetupEvent event) {
}
}
public class ModBlocks {
public static final DeferredRegister<Block> BLOCKS =
DeferredRegister.create(ForgeRegistries.BLOCKS, MyMod.MOD_ID);
public static final RegistryObject<Block> MY_BLOCK =
BLOCKS.register("my_block", () -> new Block(
BlockBehaviour.Properties.of()
.mapColor(MapColor.STONE)
.strength(1.5f, 6.0f)
.sound(SoundType.STONE)
.requiresCorrectToolForDrops()));
}
9. Fabric Quick Patterns
See full patterns in references/fabric-api.md.
public class MyMod implements ModInitializer {
public static final String MOD_ID = "mymod";
public static final Logger LOGGER = LoggerFactory.getLogger(MOD_ID);
@Override
public void onInitialize() {
ModBlocks.register();
ModItems.register();
}
}
public class ModBlocks {
public static final Block MY_BLOCK = new Block(
AbstractBlock.Settings.create()
.mapColor(MapColor.STONE)
.strength(1.5f, 6.0f)
.sounds(BlockSoundGroup.STONE)
.requiresTool()
);
public static void register() {
Registry.register(Registries.BLOCK,
Identifier.of(MyMod.MOD_ID, "my_block"), MY_BLOCK);
}
}
10. JSON Asset Templates
Always provide matching JSON assets for every registered block/item.
Codex should generate or update these files alongside Java code.
For Forge 1.20.1, check references/forge-1.20.1-api.md for legacy server-data
directory names before creating loot tables or tags.
See references/common-patterns.md for full JSON templates for:
- Blockstate JSON
- Block model JSON (cube, slab, stairs, fence, door, trapdoor, etc.)
- Item model JSON
- Loot table JSON
- Recipe JSON (crafting_shaped, crafting_shapeless, smelting, blasting, stonecutting)
- Language file (
en_us.json) entries
- Tag JSON
11. Data Generation
Prefer data generation over hand-authored JSON for maintainability.
@SubscribeEvent
public static void gatherData(GatherDataEvent event) {
DataGenerator gen = event.getGenerator();
PackOutput output = gen.getPackOutput();
ExistingFileHelper helper = event.getExistingFileHelper();
CompletableFuture<HolderLookup.Provider> lookupProvider = event.getLookupProvider();
gen.addProvider(event.includeClient(), new ModBlockStateProvider(output, helper));
gen.addProvider(event.includeClient(), new ModItemModelProvider(output, helper));
gen.addProvider(event.includeServer(), new ModRecipeProvider(output, lookupProvider));
gen.addProvider(event.includeServer(), new ModLootTableProvider(output, lookupProvider));
gen.addProvider(event.includeServer(), new ModBlockTagsProvider(output, lookupProvider, helper));
}
Run data generation with ./gradlew runData, then commit the generated files.
For Forge 1.20.1, use the mod-event-bus registration, GatherDataEvent
signature, provider classes, and legacy output paths from
references/forge-1.20.1-api.md.
12. Common Tasks Checklist
When adding a new block:
When adding a new item:
When adding a new entity:
13. Open-Source Conventions
- License: MIT or LGPL-3.0 — include
LICENSE file and SPDX-License-Identifier header
- Versioning:
{mod_version}+{mc_version} (e.g., 2.0.0+1.21.11)
- Changelog: Keep
CHANGELOG.md up to date with semver notes
- Publishing: Use
gradle-modrinth or curseforgegradle plugins for CurseForge / Modrinth
- CI: GitHub Actions with
./gradlew build and ./gradlew runGameTestServer
- PR conventions: Keep PRs scoped to a single feature; include asset files with Java changes
14. References